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Amazing Traps for Your Main/Side Deck Consideration

Spell and trap removal cards are starting to lose their place in the realm of "staple cards." The Big 3 have really shaped the meta and S/T removal has almost no effect on them and they're finding more and more play everywhere. That being said I have looked into some trap cards that I think are amazing and have potential for spots in your main and/or side decks.

Compulsory Evacuation DeviceThis card has really become a staple in this format. Played at the right moment, it can really disrupt your opponent's plays and it can potentially save you for another turn. No real discussion needed here.

Safe ZoneI have always LOVED this card. It's great for protecting your key monster from being targeted or destroyed and since S/T removal is going away it's easier for you to keep it on the field. It's also great to chain onto an opponent's monster if they try to destroy your face down Safe Zone. You can take out Dragossack's remaining token and leave it open for attack or destruction by chaining this card. Same with High Priestess of Prophecy.

Stygian DirgeThis card and the next card are hidden gems that I believe you need to pick up before other people realize just how amazing these cards are and the prices skyrocket. Stygian Dirge is a continuous trap that reduces all of your opponent's face-up monsters' levels by 1. XYZ play disruption right there. Plus, it only affects your opponent, so you can continue to make the plays you want with XYZ monsters. Most extra decks right now are really jam packed with the cards necessary to win, so most people aren't going to run cards with 1 rank lower. This will really mess them up and they'll have to use up resources to try and get rid of this card. Now to the biggest gem of all.

Mischief of the YokaiWow is this card awesome. Really. It's a trap card that doesn't get you one use but TWO! For the turn you use it, all face up monsters on the field lose 2 levels. THAT will really mess up any XYZ plays your opponent may have. But wait, there's more! On any turn after you use this card you can remove it from the graveyard to target one monster on the field (any monster) and reduce its level by 1. I love this card and I run it in 3s. You don't necessarily need to run Stygian Dirge, but you NEED to run this card or at least put it in your side deck. It is too good not to.

That's all I've got for now. If you've got a chance to find these cards at your locals or online I'd suggest doing that NOW. There's no telling when somebody else could catch onto these cards and their prices could skyrocket up. If you've got any questions for me feel free to ask!

You mentioned XYZ monster but really, a lot of people run 3s and 4s, what it really screws with in my oppinion is Syncro, it lowers the level of both the tuner and the monster making it impossible to do anything

Compulse... agreed! Safe Zone always manage to find its way to my main deck because it just so good. With s/t removal becoming less and less used. i think its safe to bring out traps like mirror forces to 2 in mains.

the level changer traps are a good call in the right situation but can also be a bit situtional at times with them being traps also needs to be drawn and a turn to set-up. but i would think in most cases other options would be better. cards that would immediately counter an opponent's play or take out problematic cards.

I know you guys are hesitant to think about Stygian Dirge and Mischief of the Yokai, but I've tested them and believe it or not they've worked. Mischief of the Yokai especially has helped me to win games against Dino Rabbit, Hieratics, and E-Dragons. Let me address things one at a time now.

"You mentioned XYZ monster but really, a lot of people run 3s and 4s, what it really screws with in my oppinion is Syncro, it lowers the level of both the tuner and the monster making it impossible to do anything"

Yes, several people run Rank 3s and Rank 4s, but more often than not they have more crucial rank 4s than 3s (or at least from what I've seen). Played at the right time, you can stop a Tour Guide play, a Dolka/Laggia play, Dragossack or Big Eye play, and many more. While your opponent may have an out (more than likely a rank 3 for a rank 4) it still won't be what they originally wanted to play and they may end up misplaying as a result of a shocking play. And Mischief of the Yokai has the ability to reduce all levels by 2 or just lower one monster's level by 1 for uneven levels. And yes, it's good to stop Synchro plays too

"the level changer traps are a good call in the right situation but can also be a bit situtional at times with them being traps also needs to be drawn and a turn to set-up."

Yes, they require a turn to set up, but so do a lot of cards. Mischief of the Yokai has 2 benefits over other cards though. 1 - chainability. Traps like mirror force and dimensional prison are prone to being destroyed or getting Lanced. Speaking of D Prison, that's losing ground too with E-Dragons getting pluses off of being removed from play. 2 - You get two uses out of it and the second use may be better than the first. By lowering the level of one monster alone you're really disrupting a play.